last couple of days I started adding sfx to my game and I need your help on how to approach a problem that I am having with sounds and flipbook synchronization . I don’t know if there is currently a way to do with flipbooks https://www…com/jzKZHVx_NzA . Could someone please tell me if there is a way to achieve frame perfect sound activation?;
And if currently there is no way to do are there any plans to support it? No game can be complete without kick *** sfx that play at right moment!
If you use a source build you could add events into flip-book which you can then use for synchronization, I’m thinking about two type of events: frame and time specific.
hi, i also have suggestion about add option to spawn particles, sound or other notify events from flipbook(like in persona with character animation graph).
PS also try to ask, what better number for Pixel per unit scale i must using for better result, for example i like to use 1, but in help tip says better use power of two textures(0.32 0.64 1.28 2.56 …) so i change scale from 1 to 1.28.
Hi All. Not sure if it will be better to create a separate topic for my issue, or we can discuss it right here.
Anyway, I have a strange issue with a tile map. I can import it and drag-drop into viewport, but it disappeared immediately after I press “Play” button. I double checked all properties (it’s enabled, visible and physics is turned off). Also I tried with different tile map’s size and direction. What else can I check to make it works?
Can, some one, please suggest any examples-tutorials, how to work with tile maps beside importing it into project? I’m wondering how can I get specific tile from specific layer with blueprint?
BTW, I use “Tiled” app to generate tile maps and UE 4.7.0 -2408319 editor on MacOS 10.10.1.
You can just rotate sprites placed in world in order to do something in XY. There is some preliminary support in code for picking a different ‘canonical’ coordinate system for Paper2D than XZ (by setting PaperAxisX and PaperAxisY in DefaultEngine.ini; Z is always computed as cross product of X and Y), but it hasn’t been thoroughly tested and might be removed in future.
RE: Events in flipbooks. For now you can do things like create an associated timeline component along with your flipbook to trigger events or drive curves, but it’s not a great workflow. I absolutely agree that a better solution is needed.
Any value for Pixels per unit will work fine. only thing that really cares is PhysX, and you should try to keep your scales for physical stuff within an order of magnitude of 1 uu = 1 cm (so a character might be 50 to 300 units tall for example). only reason we don’t use a 1:1 pixels to uu by default is grid snap settings in level editor. They are all based on a decimal grid (5, 10, 50, 100, etc…), while texture resolutions are a power of 2 (256, 512, etc…). Setting 1.28 for conversion factor makes a 128 pixel texture 100 uu or 1 m, which is a nice grid snap size and fun to work with in level editor.
I think there is a project setting to force 32 bit z-buffer if a 24 bit one isn’t available, instead of falling back to 16 bits, which is going to look awful for everything. Another thing you can try is to change far plane we use for orthographic cameras, but it’ll require an engine modification right now. In ULocalPlayer::GetProjectionData, there are two paths (one for constrained aspect ratio and one for non-constrained), and each has a block for ortho or perspective view.
WORLD_MAX is huge, and in a 16 bit z buffer it’s going to be way too far away. I’d rather not make adjustable and instead just automatically use a smaller value if we’ve got a low precision z-buffer, since throwing it in as a setting in project settings is something few people are ever going to find.
4.7 preview 5 went live today, which included a number of features and bug fixes compared to preview 4:
Various bug fixes and improvements to tile map support (although it is still experimental)
2D Terrain splines (also still experimental):
*]Added support for overlapping terrain sections and material draw order
*]Improved overlap in tight corners by unwrapping sprite when it is twisted (> 90 deg)
*]Improved terrain spline collision generation
*]Can now specify a closed spline without requiring it to be filled (e.g., a hollow circle)
Add a setting (defaults to on) that analyzes texture when you create a new sprite to pick best material (translucent versus masked, instead of always defaulting to masked)
*]Upgrade note: If you used the ‘default materials’ settings you will need to set them again, as names have changed
Change default ‘show grid’ setting for sprite and flipbook editors to false
Implement DoesSocketExist interface for flipbook and sprite components
axis used for Translucent sort mode SortAlongAxis is now configurable in Rendering project settings instead of being hardcoded to -Y
Obviously you should not develop on a preview build, but if anyone is willing to make a copy of their project and try it out in preview 5, then I’d love feedback.
Few items of feedback: Please allow some sort of “lock to plane” for editing terrain spline points and tangent points, I’m always goofing up and accidentally moving something off plane.
But UE4 spline editing in general leaves a lot to be desired. I can’t delete points. I can never type in x/y/z values for spline points or tangents. It would be really nice if they all showed up in properties editor as an array.
When looking at a closed filled spline in editor side view, filled texture always draws over top of terrain edge. Thankfully it doesn’t do while playing game.
I didn’t see it mentioned anywhere, but it looks like we can now access sockets that have been attached to sprites in a flipbook? If so, that’s .
I keep hoping at some point if I’m looking at a Flipbook, there will be a button that takes me to sprites editor for at least first sprite it was made with, without having to go back to content browser and hunt down sprite manually. Especially because after awhile I will have several old versions of a particular sprite and always end up editing wrong one.
It would be really cool if Flipbook editor had “No Sockets” “First Frame Sockets” and “Each Frame Sockets” options, so you didn’t have to add/align a socket for every single sprite frame. Also if it would show socket locations in flipbook preview window like it does collisions.
Thanks for all feedback! We’ve discussed locking spline points for terrain splines to XZ in local space but I couldn’t find a ticket for it so I filed a new one.
You can delete spline points by right clicking and selecting Delete or left clicking and then pressing Delete, but there is no way to do type-ins for them right now. I threw in a feature request for that.
Yeah, you’ve been able to use sockets on Flipbooks (from source sprites) for past few releases, but they’re not displayed in flipbook editor. note for 4.7p5 was that DoesSocketExist interface is now implemented (you could get position or attach/etc… before but not ask if it existed directly). I’m not 100% sold on first frame/each frame thing as I’d like to allow definition and keyframing of sockets directly in flipbook editor eventually, which would be more useful than first frame, but I threw in tickets for rest of your feedback (view sockets in flipbook editor, allow to view/change sprite asset for a given keyframe in context menu). You can find name of asset in tooltip for a keyframe right now which should help some, but it’s not an ideal workflow.
Aaah… I think I figured one out. I don’t think it’s really a bug, it’s a spline where I accidentally moved one of tangent points off plane and now there’s no way to get it perfectly realigned back onto plane. It is curious that it renders properly in game with my orthographic camera but not in editor side view.
I’ve asked Dinesh to take a look at two terrain spline issues, but as a heads up, even if addl. fixes make it in, they’re still experimental in 4.7.
Both and sprite color issue sound like they’re due to some bug in 4.7p5 that is making Moveable components behave as if they were static. I don’t see anything obvious in fix list, but I can’t repro it @head in 4.7 either. Please let me know if you’re still seeing either issue in 4.7p6.
Thank you so much for digging into my issues. I know I’m on bleeding edge here, I had to redo a lot of my grappling hook code for new paper terrain collision bounds in preview five. But someone has to be finding/reporting stuff so you guys can fix it, right?
I’ve just started with unreal Engine and Paper2D ( v4.6.1 ) and i am trying to import tile maps from tiled ( version 0.11.0 ), it seems that i can drag in or import file which brings in tile map and tile set. If I drop map in world it shows up in editor as I would expect. If I run game its does not display !, if I save project and reload it tile map is reduced to a smaller grid with no tile layout ( no layers ). I understand that its still experimental but does anyone have any idea what I am doing wrong ? maybe a version issue with tiled ?. If not can anyone explain how to construct a tile map directly in editor ( is that possible ? ).